Stantler, The Big Horn Pokémon. Its magnificent antlers were once traded at high prices as works of art. As a result, it was hunted close to extinction. Those who stare at its antlers will gradually lose control of their senses and be unable to stand. Its curved antlers subtly change the flow of air to create a strange space where reality is distorted. Staring at its antlers creates an odd sensation as if one were being drawn into their centers.

Overview

Stantler is awesome. It is just a cool Pokémon. It is basically a miniature Tauros, who is also awesome. This doesn't make it especially good, but the point is, Stantler is cool. It can come in useful though, it has a pretty wide movepool and a good load of options.

Ability

Frisk: pretty useful for scouting purposes and for a lead set, but otherwise, nothing special.

Intimidate: ones of the best abilities in the game. Lowering the opponent's Attack is so useful, especially when you consider Stantler's defences.

Stantler has a pretty good Attack stat and ok Speed. Both of these can be used to their maximum potential in the Choice set. Return is the most reliable STAB move Stantler has, and it hits hard. This is the most powerful move on the set, and you will want to use it a lot. Earthquake removes the Rock and Steel types that would wall Return, and is a great move in general. Sucker Punch hurts any Ghost and Psychic types that try to attack, not to mention it is always useful to have priority. Zen Headbutt can flinch, which is useful. However, it is there mainly for Weezing, one of the best UU physical walls. Me First is quite gimmicky, but it can be used with Choice Scarf, as can Hypnosis for a fast status.

Choice Band or Choice Scarf depends on whether you want Stantler being a hard hitter or a fast hitter. Either item works, it just depends on what you want.

So frustrating to play, if it gets set up. Thunder Wave has 100% accuracy and paralyses the enemy Pokémon. This leaves them slowed down drastically and have a 25% chance to be fully paralysed. When combined with the next move, Confuse Ray, the other Pokémon will often fail to move. Confuse Ray cuts their chance to hit by 50%, and if they are fully confused, they damage themselves. Stomp adds another kind of immobilisation. It has a 30% chance to flinch the target, which, when combined with confusion and paralysis, leaves the opponent in a ridiculous position. However, Return is an option for a lot more damage, if you think paralysis and confusion is enough. Bite hurts any Ghost types that come in to avoid being flinched by Stomp or hurt by Return. It also comes with a 30% chance to flinch. Substitute is an option that protects Stantler from status and gives it free set up time or extra flinch time. Earthquake would be used to deal good damage to Steel and Rock types, who may be immune to Thunder Wave.

Incredibly gimmicky, but an awesome idea. It is designed to stop any dual-screen leads and status leads, as well as start your own dual-screens. Magic Coat blocks status and reflects it back, which is great for any sleep leads. Reflect and Light Screen are there for team support, and helps your offensive Pokémon survive a lot longer. Imprison stops the opponent setting up dual-screens, which destroys an entire game plan.

Frisk lets you scout the item your opponent is holding, so you can easily work out what the set is.

EVs and Nature:

Choice
Offence all the way. The only thing worth mentioning is 40 HP EVs, which allows Stantler to always survive a Life Orb Mach Punch from Hitmontop, after Intimidate. Otherwise, 252 Attack, 252 Speed, 4 in HP.

Parafusion
Speed isn't needed thanks to Thunder Wave. Maximum bulk with 252 HP allows for longer parafusion, which means more damage and annoyance. Maximum Attack means Stantler does a load of damage with its Normal moves, which makes the set deadly and annoying.

Anti-Dual screens
There isn't a point in anything but 252 HP, 252 Speed and 4 Special Defence. You could put 4 in Defence instead of Special Defence, but there isn't really a point.

Other Options

Calm Mind, Double-edge, Megahorn, Trick Room, Double Kick

Calm Mind can be used on a gimmick special set with Thunderbolt, Energy Ball, Signal Beam, Shadow Ball, Hidden Power [Ice], Hidden Power [Fighting] or any other good special moves.

Double Edge is a stronger version of Return, just with recoil. Use it if you want.

Megahorn is a strong and semi-reliable move that destroys Psychic types and Grass types, who tend to be quite bulky. A definite option on the Choice set.

Trick Room could be used for setting up your team. Stantler is fast so won't really benefit from Trick Room, but it can easily set it up.

Double Kick is an option to murder Steel and Rock types, as well as hit through Substitutes.

Countering Stantler

Bulky Water types can take hits from Stantler really well, and hit back with a strong STAB attack. Milotic, Quagsire, Pokémon like that work well. Steel types and Rock types such as Aggron, Probopass and Bastiodon all work amazingly, as long as they avoid Double Kick and Earthquake. Banette is immune to sleep and immune to Stantler's STAB attacks, making it a great switch in. It also has status moves like Will-o-wisp which really messes Stantler up. Weezing can take anything except for Zen Headbutt. Hitmontop is in the same boat as Weezing, in that it cantake anything but Zen Headbutt well, as long it has Intimidate and Mach Punch.

Locations in Games

Ruby/Sapphire/Emerald

Trade from EC (RS) Safari Zone (Emerald)

Colosseum/XD

Snagged from Chaser Liaks in The Under Subway (Col) Trade from Emerald (XD)

Fire Red/Leaf Green

Trade from EC/Altering Cave Change

Diamond/Pearl/Platinum

Route 207 (Pearl/Platinum) Trade from EPPt (Diamond)

HeartGold/SoulSilver

Route 37, Route 36, Route 37 & Safari Zone

PokéWalker

Tree House

Animé Appearences

Stantler has had a few Animé Appearences. Most notably, it was used by Santa Claus to drive his sleigh. Brock befriended a young one at one point and Paul captured one in an early Sinnoh Forest. The rest are cameos